Yes, but I had an issue with loading the texture before GLContext. One troubleshoot led to another, and this seemed like the best choice, if I want to have only one parameter. Just tidying up code ! I am trying to make this constructor so that I won't have to always input the BufferedImage. There are other things about it that kind of blend into a big web of code that I would have to explain, so I would rather end off explaining my problems here (unless someone wants the full story). Is it possible? That is all I want to know.Thanks!

You'd have to read from the texture's buffer, then decode that into a bufferedimage.

I won't go into detail because a) I don't know the exact API calls (if they exist); and b) Agro is right; why do you even need to do this? You should think about how you are going about this problem, and just do things the sensible way.

Okay, I get it now. Some words you used sparked google away and found out about glGetTexImage.

Don't worry, it is sensible. Doing this would save a LOT of time, and be more efficient. Like I said, I just want need an answer, and don't really have time to explain the details (currently 50 mins from bedtime, need to cram all the coding I can get in).

There are realistically very few instances where this is a good approach. If you need to modify something per-pixel, and you can't use a shader, then just store the image in RAM after you decode it (either through ImageIO, PNGDecoder, etc).

It's really slow to grab pixels from a texture, and not supported in GL ES (mobile/web).

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